- 01Estimate the route
- 02Travel or rest
- 03Advance time/supplies
- 04Reassess a safe return
Fatigue and rest scheduling
Actions drain long-term energy; rest restores it while advancing time and consuming supplies.
The player's decision
Travel while light remains or rest before an exhausting night return?
Original scenario
Original: resting at a camp on a three-node trail restores four energy but costs one ration; sequence determines arrival.
Start with this prototype
Build three locations, six time slots and energy/food resources. Preview costs and reach the destination without negative resources; interrupt rest and review failed schedules.
Change one variable
Vary rest efficiency to avoid mandatory periodic sleep clicks.
What to observe in a playtest
Define events during rest and resource charging on interruption.
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Free full restoration makes resting after every action dominant.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- The Long Dark
Developer copy pairs fatigue with hunger/thirst/cold and stresses the cost of obtaining resources.
- Don't Starve
Sleep trades hunger/time for restoration; solo and Together use different time behavior.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build three locations, six time slots and energy/food resources. Preview costs and reach the destination without negative resources; interrupt rest and review failed schedules.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.